Roads?

Users who are viewing this thread

I like this idea a lot but you guys are looking at this road network all wrong for the time period, a medieval road as mentioned earlier would be a well used path reduced to mud and it would IN NO WAY be straight medieval roads stopped abruplty in the middle of nowhere and took mammoth detours jsut to go round a single farmers field.

Good idea though, would like to see it.
 
heres some ideas War dogs.. dogs of hell buahhahaha no i jk, war dogs, " your pet's" you could use them to help dispatch your enimies!

Wild animals such as ( 24 rabid wild wolfs) walking around in the forests or bears or something like that, and you could go inside there dens Surprised ! but anyways the main thing i want to point out is , where the hell are the animals? how do these merchants get there fish? there meat? ( either then from the hose  Neutral ) alright another tiny bitty iny sugestion, Flaming arrows? always good  to have them flaming, dose more damage, causes iddimitation or how do you spell it Sad but really ! how about it? and i think this idea has been metioned but your not going to stop reading here because your curious!! Razz                      a huge neutral market, vendor of horses, horse races? and not to forget, a jousting match i mean comon, witch medivial period dose not have one? Moats around the castles ? mabey? and theres 3 differnt "fighting" areas , the snow, the trees and just plain grass, add some marsh in there, mabey alot of sand dunes or " battered down civilisations" ( like old houses burnt down) anyways , i have a MILLION ideas but i dont wana get you guys all pissed off because i'm useing to much space or i'm ah, saying stuff thats already been said so i'm gonna stop, but you wana hear any more ideas just pm me but TTYA! peice out brosives, and a phew hoesives in the crowd but likly not
 
The roads are an excellent idea.  A few suggestions if I may:  Maybe diffrent types of roads depending on the importance of the road and the city's it directly connects to.  Like the road from Wercheg to Khudan would be a high-traffic road due to the sea trade.
The same with the Tihr roads that connect it with Sargoth and Praven.  Also the roads leading to and from Zendar would also be large and well maintained, due to it's status as a important sea trade post, as well as a go-between for Swadian and Vaegir merchants.

Also as Skyrage said, they're kind of pointless because of the map size. (unless you're party is about 50+)  But if the map does get bigger they would be much more usefull.
 
All roads lead to Rome, tis true, but every village in the prehistoric world had its tracks and trails where people and animals NORMALLY walked.  I think that some acknowledgment of easier-to-travel routes is essential in large maps.  Even if it is only by making a map with lots of steppe and forest and water, so that you can ONLY travel quickly in the open grasslands (= trade routes)
 
Smokedfish said:
Roads? What is this, Rome?
Wait...are you implying that--
--the Romans had roads (excellent ones, I must say), but...
--the roads magically disappeared, as did the need for them after the collapse of Rome and on through the Middle Ages...
--and then, magically, the roads reappeared, and we can now see them today by touring EUROPE--which is what M&B seems to be based on...
Ok, so i didn't really need to do that, but roads were...how should I put this...real!??!? Why would you not want a worn (as in, few obstacles), easy to follow path (as in, you know where you are going when you walk along it)? If there is a need for something, and when that something is attainable--simply by frequently walking along a specific route until a path is formed--then it comes into being (through toil, of course).
 
Eh.

Roads are a good thing, and should be on the battle maps, but they shouldn't reduce visibility.

And caravans shouldn't be part of the battle maps. Judging by how the caravan master is on a horse ready for combat, and there's no crap like that already, I assumed that the caravan guards rode out to meet the attackers. That would make sense, after all. Fighting next to the caravan would expose it to damage.
 
And riding after a feint with all your horsemen exposes the caravan to capture from the other direction...
Besides, the wagons themselves could be used for defense.
 
How so? It also exposes all the unarmed people with the caravan to death.


And it would be damn hard if not impossible to assault a caravan with a small enough force so as not to be noticed by the other party.
 
Demonic Spoon said:
How so? It also exposes all the unarmed people with the caravan to death.
    Riding off at a bunch of enemies leaves the caravan defenseless. No one is there to guard it, so it is easily captured.
And riding off and leaving the unarmed people doesn't expose them?? Caravan guards would probably be around the valuables. Like I said, the caravan itself can be used as a last-ditch defense. Why ride out of the castle to meet the enemy (leaving with it not a single man), when you can fight them from atop the walls? Why ride out after an enemy force, when the rest can scale the walls from the other side and loot it?
 
    Yeah, they would be great for new players. Imagine, after completing the river pirates quest and itching to take on something tougher, you talk to Constable Hareck. He says the usual part about not paying any more for killing pirates, and then you ask for other work. He replies, "Oh, well, if you in such a hurry to leave our fair port, then there is a war going on between the Swadians and the Vaegir. You could probably enlist in the service of one of them for work. But it'll be tough, hard work, lad (or lass :roll:). I know some nearby towns where there are lords aching for fresh recruits. You could take the road going upriver, and follow the bend that will lead to an old bridge. That bridge is plagued with bandits, but it should serve a strong warrior like you. keep followin' the road across, till you get to a Swadian port. I am sure they have work for you there. Or, if you are looking to join the Vaegir forces, then just follow [insert cheesy name here]'s road. It'll take you straight to the Vaegir port. 'Ware the Sea Raiders, though. Few fully-armed caravans make it through there, so watch yourself."
    It would really catch a newbie's attention.
 
Drka said:
Hmm, roads maybe good. they will lead you next town. Zendar :arrow: Somewhere

Actually, how about this:

A menu option; follow the main road East {others for north west south}
If you choose it, you are charged a toll, of xyz denars.
You are subjected to one chance calculation of whether you are ambushed.
You rest for xyz hours.
your party spawns at the nearest city to the East {north west south}

If you get ambushed, then you are spawned halfway between origin and destination, with a large party of Road_Bandits right next to you {new Template, mixes good and bad quality bandits, everything from river pirates to Dark Knights.  And very fast.}

 
I'd simply rather that there be a toggle in the party screen that has four settings:

-Ignore roads
-Use roads if expedient, ignore when following/chasing. (default)
-Use roads if expedient.
-Use roads exclusively.

For the default option, when you click on a target to travel to, the computer decides what the quickest route would be and follows that.  Usually it will be along the road, but sometimes it may be faster to cut across country.
 
make caravans you have to escort follow the roads instead of following you, so you are forced to clear the route as the caravan progresses instead of finding a path where there is no serious opposition (you hope)


and another idea, perhaps it has been mentioned before, but the search didnt find much. It is a bit about terrain and battle map:

if you flee and are persued by a faster (and stronger, I will assume) enemy, you can keep on running or do what most armies/bands did: did themself in. Getting your shovel out and throwing up a wall of 3 feet high with 30 people is the work of a few hours. Now horses need to jump it and infantery has to climb it. Further, if the wall encloses an area, the enemy horse may have a hard time leaving again since it has trouble getting the required speed for a jump. your own troops will have some cover from enemy fire. it needs work, this idea, but it might be fun
 
Eogan said:
I'd simply rather that there be a toggle in the party screen that has four settings:

-Ignore roads
-Use roads if expedient, ignore when following/chasing. (default)
-Use roads if expedient.
-Use roads exclusively.

For the default option, when you click on a target to travel to, the computer decides what the quickest route would be and follows that.  Usually it will be along the road, but sometimes it may be faster to cut across country.

I like this Eogan.  Gives some new sub-quest ideas too.

Oskatat said:
make caravans you have to escort follow the roads instead of following you, so you are forced to clear the route as the caravan progresses instead of finding a path where there is no serious opposition (you hope)

That's part of what I was thinking.  Perhaps a bandit party spawns on the roads between two towns and you have to clear the path between two cities of the thieving scum.  Maybe this is it's own quest, or it is tied in with the caravan escort or deliver goods quests.

Turosian
 
Back
Top Bottom